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33 Cards in this Set
- Front
- Back
enum setName { item1, item2, ... itemN }; |
This data type allows you to create a collection of related constants. |
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CancelInvoke( "functionName" ); |
This function aborts the next scheduled Invoke call of the named function. |
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Invoke( "functionName", timeDelay ); InvokeRepeating( "functionName", timeDelay, intervalTime ); |
This function calls another void function after a specified delay time in seconds. A related function performs the same action, but repeatedly, with the interval duration in seconds passed to it as an additional parameter. |
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type[] arrayName = new type[ range ]; |
This data type contains a set of variables whose range is defined when it is declared. |
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instanceName Instantiate( objectType ); |
This function returns a copy of the named object and places that copy in the scene. |
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public class Name : type { ... } |
This object type behaves as a template function that defines a set of variables and behaviors. |
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Time.deltaTime Time.fixedDeltaTime |
This function returns the elapsed time since the last Update() call. A related function returns the elapsed time since the last FixedUpdate() call. |
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GetComponent< componentName >(); |
This function returns a component from another game object. |
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foreach( type identifier in expression ) { ... } |
This loop iterates through each item in a set of variables (i.e., an array), and ends when reaching the end of the set. |
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type name = value; |
Variable declaration syntax. |
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type name ( parameter name ) { ... return [ expression ]; } |
Function declaration syntax. |
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Nation.city.street |
Dot operators call specific elements from within larger objects. |
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if ( condition1 == true ) { ... } else if ( condition2 == true ) { ... } else { ... } |
This statement evaluates a condition and executes instructions if that condition is true. A related statement will execute instructions if that condition is false. |
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while ( condition1 == true ) { ... } |
This loop first evaluates a condition and then executes instructions repeatedly as long as that condition remains true. |
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for ( int a = 0; a < 5; a++ ) { ... } |
This loop initializes, iterates, and evaluates a condition all passed to it as its declarative parameters, and then executes a set of instructions a number of times determined by those parameters. |
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do { ... } while ( condition == true ); |
This loop executes instructions repeatedly as long as a condition evaluated at the end of those instructions remains true. |
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Start() { ... } |
This function calls when the game object it is attached to is created in the scene. |
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OnMouseDown() { ... } |
This function is called when the user presses the mouse button while over the GUI element or active collision object it is attached to. |
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Input.GetAxis( "axisName" ) |
This function returns a float value between -1 and 1 defined by the named axis (Horizontal or Vertical) . |
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Input.GetKeyDown( "keyName" ) Input.GetKeyUp( "keyName" ) |
This function returns true the first frame the user presses the named key. A related function returns true the first frame the user releases the named key. |
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Input.GetKey( "keyName" ) |
This function returns true as long as the user holds down the named key. |
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Input.GetButtonDown( "buttonName" ) Input.GetButtonUp( "buttonName" ) |
This function returns true the first frame the named button (as defined in the Input Manager) is pressed. A related function returns true the first frame the named button is released. |
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Destroy( targetName, delayTime ); |
This function removes from the scene the named object or component, with an optional delay time in seconds passed to it as a second parameter. |
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Mathf.Lerp( value1, value2, percentageValue ); |
This function interpolates between two numerical values based on a percentage value passed as the third parameter. |
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transform.LookAt( targetName ); |
This transform flag orients the object calling it at the named target. |
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transform.Rotate( Vector3value ); transform.Translate( Vector3value ); transform.Scale( Vector3value ); |
These functions spin, move, or resize the object along the x, y, and z, axes, as determined by the Vector3 value passed to it. |
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myObject.activeSelf myObject.activeInHierarchy |
This function returns true or false based on whether or not the object calling it is active in the scene. A related function returns true or false based on whether or not the object's parent hierarchy is active in the scene. |
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gameObject.setactive( trueOrFalse ); |
This function applied to an object will toggle it between active or inactive in the scene, based on the parameter passed to it. |
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component.enabled = trueOrFalse; |
This function applied to an object's component will toggle it between active or inactive in the scene, based on the value assigned to it. |
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FixedUpdate() { ... } |
This function is called every physics step at fixed intervals, independent from the frame rate. |
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Update() { ... } |
This function is called once per frame. Cannot be used for physics objects. |
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Awake() { ... } |
This function calls the moment the object is loaded, regardless of whether or not the object is active in the scene. |
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switch( var ) { case a: ... break; case b: ... break; default: ... break; } |
This conditional statement allows you to compare a single variable against a series of constants, and is useful for choosing between several outcomes. |